New heli plugin idea

I just can not pilot, I have tried for several weeks now. What if there was a plugin for autopilot on mini heli (create a marker on map, enter command - set height and press go and the heli flies in a straight line at said height and arrive at location marker)

i been working on somthing just never finished

R u still working on it

i will start back after the update tomarow i think i was stuck at the landing part and not sure i can find a way to make it land safley.
 

You could have the player take off and that would set the height and have them land as well. So the plugin could be that the heli just flies in a straight line to location and stays in the air hovering and then the player takes control and lands but if you get the autopilot to take off and land that would be awesome

Autopilot in real world is a real brain-buster and requires a dazzling amount of parallel processing and sensor data at a very high rate. Autopilot in a game? That's an interesting problem, since you'll need to do predictive entity collision checks. Might be a cool plugin.

Or don't predict and if the path is blocked heli stops or crashes, so it is up to the player to set the right height and location

Look at what you typed: "Or don't predict....AND... if the path is blocked"  Q: What do you imagine determmines if the "path is blocked?" 

The base game collision detection isn't what you want determining if "its blocked" because if it is, then your heli goes BOOM shortly afterward. 

If a player can't fly the heli, how do you expect them to know what "the right height" will be? Terrain changes, POI's (and some with towers), the ubiquitous yet humble telephone poles, and even on less than busy servers, mid-air collisions with other players is actually a thing.

An auto-pilot would necessarily need to have predictive collision checking, otherwise you might want to name the plugin, 'Autocrash'

The heli could just stop and hover in place. I don't know much about making plugin etc, so I don't really know if it is even possible. It seems simple get from A to B but implemented it is alot more difficult

Rh0zsxfpuNPt1mi.jpg Rolesmith

The heli could just stop and hover in place. I don't know much about making plugin etc, so I don't really know if it is even possible. It seems simple get from A to B but implemented it is alot more difficult

I worked on an autopilot system for an "unspecified" company working on "unspecified" thingy that flies. It is a very interesting problem in real life,  and there's still issues with even the best ones. Now, in a game, it's a far simpler problem to solve (we can dispense with processing all of the crazy sensor data) but that doesn't mean it's easy.  It's doable, but you basically will be turning the mini/scrappy into an NPC, then attaching an NPC path 'brain' and sussing out a navigation network path much faster than the NPC's currently perform at. Still easier than real-time calculus, but a brain drain nonethless. Should be interesting to see what he comes up with. :-)

So far it will take off up straight then fly to destionation but landing is where i left off.

What about obstacles?

I know one plugin that's doing what you need, but I can only share the links on DMs. Let me know if you want, and DM me.

U could ask the person who created fly carpet for help

6T27LlA9vG7X4XR.jpg Rolesmith

What about obstacles?

There are colliders for all game objects in the game that inhereit from the Monobehavior class - so the Unity Engine does this on the fly and raises an  event that you can subscribe to - but you have to set the parameters and subscribe to the event yourself; there are no Oxide hooks for collisions (and well there shouldn't be, as if a general OnEntityCollision() hook existed, it would be so busy that it would bring the server to a crawl.)

Essentially, I think what you'd have to do is create a special class, inherit from Monobehaviour and set up a 3D collider to expand to such a degree that you can detect collisions before your in-game vehicle collides with structures etc. If your special class detects a collision, you can make it gain altitude or slow it down/stop and recalculate a path to avoid the obstacle. 

Like I said earlier, this is a really interesting problem in real life, and even though in game it's significantly simplified, it's still going to be a bit of a challenge to get it done the right way. (Sure, anyone can program an object to go to a height well above the tallest mountain, fly like a bar of soap to your destination and drop vertically down...but that's not what I'd call a real autopilot...  ;-)